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Deivis111
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Posted: Sun Jan 16, 2011 14:27 |
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Joined: Sat Dec 19, 2009 10:36 Posts: 580
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This list was made by Silencio. I just modifieded it and re-posted it here. The Wise Elder: +25% experience gains The Leader: +50% more trainable workers each hour The Insider: +12% spy power per tick The Pillager: Steals 10% of all resources on all succesful attacks The Architect: -30% build and rezone cost The Naturalist: 2x population growth and -5% corruption The Adventurer: Discovers 10 free random acres of land for every 24hrs hero is home The Grand Mage: -50% magic dust cost on all spells The Mercenary: All hero % bonuses are doubled, except offense %. The Craftsmen: Gain 3 items every time hero goes out on attack, rare and unique items are easier to get
_________________ There's only one thing real about this world and that's us! The players! Getting stronger and defeating others! That's the way this game is played!
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quaffle
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Posted: Sun Jan 16, 2011 23:16 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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We have heroes like this in the game...
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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Deivis111
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Posted: Mon Jan 17, 2011 02:53 |
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Joined: Sat Dec 19, 2009 10:36 Posts: 580
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A few of them yes.
But making it to be a Ruler hero, means that the bonus will STAY until the END of the round.
_________________ There's only one thing real about this world and that's us! The players! Getting stronger and defeating others! That's the way this game is played!
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inquisitorzup
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Posted: Tue Feb 01, 2011 17:25 |
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Joined: Sat Dec 04, 2010 18:37 Posts: 6
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"The Mercenary: All hero % bonuses are doubled, except offense %."
Imagine what this does for xp players. Instead of level 10 heroes, you now have level 20 heroes. I would not have minded two heroes who give +10% gold each last round, of course. Or better yet, how about -80% casualties? Not so good for elf but for other races...
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Silencio
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Posted: Tue Feb 01, 2011 17:59 |
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Joined: Fri Oct 12, 2007 02:50 Posts: 547 Location: belton, Missouri
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That hero only becomes overpowered for exp players at the end of the round when they can't compete with land players, so it helps them the most when they are at there weakest part the end of the round.
If you have 25% more exp gains you will get hero offense faster which allows you train defense faster which allows you to hold more land. More land gives you a much bigger economy for the gold production bonuses to modify. Also exp gains are based on your land size so the exp player doing better early on can hit bigger players for more base experience gains which are then modified by his experience bonus making his experience gains much more than 25% more than other experience players.
Also the other hero bonuses are making land players stronger which evens out the big boost to experience players preventing them from becoming overpowered. Land players will still keep experience players in check.
_________________ You cannot define this. There is nothing else like it. It's how you react, no it's not what you say. You're running from nothing you're running away. -Steromud
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Silencio
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Posted: Tue Feb 01, 2011 18:54 |
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Joined: Fri Oct 12, 2007 02:50 Posts: 547 Location: belton, Missouri
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I decided to edit my original hero post idea. Nerfing what I think was overpowered. And leaving ones I thought were ok alone. The teleporter and deciever were overpowered so they are gone.
The Wise Elder: +25% experience gains on attacks and quests.
The Leader: Kingdom can train twice as many workers as currently allowed. Minimum of 80 gold cost on all workers.
*This will prevent leshkin from getting a ridiculous economy with mass homes and mass free workers really fast.
The Banker: All resources are automatically stored in a bank. Resources inside the bank do not affect corruption, can not be stolen or destroyed and may used at any time. Farsights tell you how much of each resource are in the bank. Resources that decay still decay inside the bank.
The Insider: All information spy ops cost 1 strength and all information spells cost 25% of normal price.
The protector: Kingdom is immune to all non-information spells and spy operations.
The Pillager: Steals 10% of all enemy resources on any successful attack.
The Architect: Allows you to build any race only building using any race.
The Planner: Lowers building and destruction costs by 30%
The Landscaper: Lowers rezoning cost by 80%
The naturalist: Triple population growth rate. Multiplicative not additive. ((Base pop growth rate * harmony) * 3)
The adventurer: Hero gets 4 turns per hour instead of 2. (good for explorers)
The Grand Mage: Can cast any race only spell using any race. Bonuses stack if they are same type. This does not allow you to cast spells that will not affect your particular race like vampires spell.
The Mercenary: All hero % bonuses are doubled, except offense %. I also am gonna recommend removing reflect ops heros as they are annoying and having 100% reflect ops is cheap. If I can't get that change then just make this bonus not affect reflecting ops heros.
The craftsmen: Finds scrap on every enemy when questing. 1 Scrap can raise an items defense, or damage by 1. 5 Scrap pieces add a random 1% extra resource bonus to an item or a random stat point to an item.
Maximum of 5 stats and 5% extra resources on each item.
I tried to make all of these equally powerful. If you think one is more powerful than other please give examples.
_________________ You cannot define this. There is nothing else like it. It's how you react, no it's not what you say. You're running from nothing you're running away. -Steromud
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